Weapons and Ability Focuses Focuses Updated Weapons Table W EAPON EAPON
DAMAGE
MIN. STR
COST
Axes Group (Strength) (Strength) Battle Axe Throwing Axe Two-handed Axe
W EAPON EAPON
DAMAGE
MIN. STR
COST
2d6
1
14 sp
Heavy Blades Group (Strength) Bastard Sword 2d6+1 2
1d6+2
1
10 sp
Long Sword
2d6
1
18 sp
3d6
3
20 sp
Two-handed Sword
3d6
3
23 sp
Bludgeons Group (Strength)
20 sp
Lances Group (Strength)
Mace
2d6
1
12 sp
Heavy Lance
2d6+1
3
20 sp
Maul
1d6+3
1
14 sp
Jousting Lance
1d6+1
0
6 sp
Two-handed Maul 2d6+3 3 Bows Group (Dexterity)*
19 sp
Light Lance
1d6+3
1
12 sp
Crossbow
2d6+1
1
20 sp
Dagger
1d6+1
—
9 sp
Short Bow Long Bow
1d6+1 1d6+3
–1 1
9 sp 15 sp
Short Sword
1d6+2
–1
14 sp
1d6
—
10 sp
Polearms Group (Strength) 2d6+1 1
23 sp
Brawling Group (Dexterity) 1d3 —
Fist
Light Blades Group (Dexterity)
—
Gauntlet
1d3+1
—
4 sp
Improvised Weapon
1d6–1
—
—
Main Gauche
Dueling Group (Dexterity) 1d6+1 —
Rapier Spiked Buckler**
1d6+3 1d6–1
0 -1
Throwing Knife Glaive Halberd Military Fork Spear
2d6+3 2d6
3 2
25 sp 18 sp
Spears Group (Strength) 1d6+3 0
12 sp
11 sp
Throwing Spear
18 sp 15 sp
Two-handed Spear
*Weapons from the Bows Group add Perception instead of Strength to damage.* *The spiked buckler gives the wielder a +1 Defense vs. melee attacks.
1d6+3
0
12 sp
2d6
1
20 sp
Staves Group (Dexterity) Club Morningstar
1d6 1d6+3
— 1
1 sp 11 sp
Quarterstaff
1d6+1
—
3 sp
Ability Focuses ABILITY
FOCUSES
COMMUNICATION
Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction.
CONSTITUTION
Drinking, Rowing, Running, Stamina, Swimming.
CUNNING
Arcane Lore, Brewing, Cartography, Cryptography, Cultural Lore, Enchantment, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore, Navigation, Poison Lore, Qun, Religious Lore, Research, Writing.
DEXTERITY
Acrobatics, Bows, Brawling, Calligraphy, Crafting, Dueling, Grenades, Initiative, Legerdemain, Light Blades, Lock Picking, Riding, Staves, Stealth, Traps.
MAGIC
Arcane Lance, Blood, Creation, Entropy, Primal, Spirit.
PERCEPTION
Detect Darkspawn*, Empathy, Hearing, Searching, Seeing, Smelling, Tracking.
STRENGTH
Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Lances, Might, Polearms, Smithing, Spears.
W ILLPOWER ILLPOWER
Courage, Faith, Morale, Self-Discipline. *Only available to Grey Wardens.
Mass Battles Stages of Battle STAGE
BATTLE TEST
1: Opening Moves
Opposed CUNNING (MILITARY LORE).
2: Main Engagement
Opposed COMMUNICATION (LEADERSHIP).
3: Finishing Moves
Opposed COMMUNICATION (LEADERSHIP) OR CUNNING (MILITARY LORE).
Success Thresholds for Mass Battles TASK DIFFICULTY
BATTLE SIZE
SUCCESS THRESHOLD*
Easy
Skirmish (50 to 250 total combatants)
5
Average
Small Battle (251 to 1000 total combatants)
10
Challenging
Large Battle (1001 to 5,000 total combatants)
15
Hard
Huge Battle (5001 to 20,000 total combatants)
20
Formidable
Epic Battle (20,001+ total combatants)
25
* A crisis point is triggered when an army is within 5 of the success threshold.
Test Difficulty for Mass Battles TEST DIFFICULTY
SAMPLE TROOP TYPES
TEST DIFFICULTY
Routine Easy
Non-combatants Brigands, militia
7 9
Average
Men-at-arms, genlocks, skeletons
11
Challenging
Hurlocks, knights, templars
13
Hard
Chevaliers, Legion of the Dead, werewolves
15
Formidable
Grey Wardens, ogres, rage demons
17
Imposing
Pride demons, steel golems
19
Nigh Impossible
Dragons
21
Test Modifiers for Mass Battles CIRCUMSTANCE
Specialist troops Battleeld surprise*
MODIFIER
+1 per type +1 to +3
Enemy outnumbers you 2 to 1
–1
Enemy outnumbers you 3 to 1
–2
Enemy outnumbers you 4 to 1
–3
Enemy occupies high ground
–1
Enemy in prepared positions
–2
Enemy in fortications
–3
Poor weather
–1 to –3
* For example, an ambush, fresh reserves, or an attack from the rear.
Casualties (Optional) Each commander must make a Cunning (Military Lore) test with the same TN as the battle, modied by Test Modiers for Casualties. •
SUCCESS: casualties are equal to 35%, –5% for each
degree of success. •
FAILURE: casualties are equal to 30%, +5% for each
point by which the test was failed.
Test Modifiers for Casualties CIRCUMSTANCE
MODIFIER
Each stage of the battle won
+1
Each stage of the battle lost
–1
Enemy outnumbered you 2 to 1
–1
Enemy outnumbered you 3 to 1
–2
Enemy outnumbered you 4 to 1
–3
Enemy has Stage 3 specialists
–1